Animation-CobConstants: Difference between revisions

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There's a lot of GET/SET tags; I'll cover some of the more useful but less intuitive ones.
There's a lot of GET/SET tags; I'll cover some of the more useful but less intuitive ones.


ACTIVATION: Whether the unit is on (true) or off (false).
ACTIVATION: Whether the unit is on (true) or off (false).
 
ARMORED: When true, any damage dealt to the unit will be multiplied by its damageModifier.
ARMORED: When true, any damage dealt to the unit will be multiplied by its damageModifier.
PRINT: You can use GET PRINT to send up to 4 arguments to chat. Useful for debugging.
 
VETERAN_LEVEL: The unit's experience times 100. Note that you can SET this via script, although the unit won't gain any extra health from doing so.
PRINT: You can use GET PRINT to send up to 4 arguments to chat. Useful for debugging.
 
VETERAN_LEVEL: The unit's experience times 100. Note that you can SET this via script, although the unit won't gain any extra health from doing so.


==emit-sfx==
==emit-sfx==
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exptype is a bitmask. The bits are as follows:
exptype is a bitmask. The bits are as follows:


SHATTER: Explodes the debris into tiny triangles. Looks like confetti.
SHATTER: Explodes the debris into tiny triangles. Looks like confetti.
EXPLODE_ON_HIT: Debris will explode on impact, causing about 40 damage.
EXPLODE_ON_HIT: Debris will explode on impact, causing about 40 damage.
FALL: Debris is affected by gravity.
FALL: Debris is affected by gravity.
SMOKE
SMOKE
FIRE
FIRE
BITMAPONLY: No debris, just an explosion graphic.
BITMAPONLY: No debris, just an explosion graphic.
NOCEGTRAIL
NOCEGTRAIL
BITMAP[1...5]
BITMAP[1...5]

Revision as of 23:46, 27 May 2008

Source

This has a list of all COB SET/GET keys: https://spring.clan-sy.com/svn/spring/trunk/rts/Sim/Units/COB/CobInstance.cpp

You'll want to include a file with these constants in your script.

SET/GET

Use

Use GET [tag] to get a value. Some GETs refer to functions; in this case, use GET [tag](arg1, arg2, arg3, arg4). Use SET [tag] to [value] to change a value.

Tags

There's a lot of GET/SET tags; I'll cover some of the more useful but less intuitive ones.

ACTIVATION: Whether the unit is on (true) or off (false).
ARMORED: When true, any damage dealt to the unit will be multiplied by its damageModifier.
PRINT: You can use GET PRINT to send up to 4 arguments to chat. Useful for debugging.
VETERAN_LEVEL: The unit's experience times 100. Note that you can SET this via script, although the unit won't gain any extra health from doing so.

emit-sfx

emit-sfx [sfxtype] from [piece];

The least significant byte of sfxtype is treated as an unsigned integer; the remaining bits are a bitmask. The bitmask indicates what type of sfx to emit, while the number indicates which sfx of that type to emit. The bits are as follows:

256: Point-based fx. Used for white smoke (1), black smoke (2), and bubbles (3).
1024: Unit sfx. Use with the unit's sfxtypes.explosionGenerators. The first one is 0, the second one is 1, etc.
2048: Fire weapon. Fires a weapon from the piece (no aiming involved). Again, the first weapon is 0, the second weapon is 1, etc.
4096: Explode weapon. Detonates a weapon at the piece. Again, the first weapon is 0, the second weapon is 1, etc.

explode

Causes the piece to explode and possibly go flying. This actually gives the appearance of making a copy of the piece (henceforth referred to as "debris" so if you're using it outside of Killed() you may want to hide the piece in question.

explode [piece] type [exptype];

exptype is a bitmask. The bits are as follows:

SHATTER: Explodes the debris into tiny triangles. Looks like confetti.
EXPLODE_ON_HIT: Debris will explode on impact, causing about 40 damage.
FALL: Debris is affected by gravity.
SMOKE
FIRE
BITMAPONLY: No debris, just an explosion graphic.
NOCEGTRAIL
BITMAP[1...5]